Posts Tagged ‘Tower of Elements’

A little while back, Muckbeast of Frogdice, a fellow blogger who used to write an incisive game design-heavy blog (now sadly apparently lost to the 404 archives), asked me to take a look at his company’s latest indie Unity-based game offering, Tower of Elements. It’s sort of an oddball little game, but I like it. Partly because it’s a stew of disparate elements that seem to mesh well together.

I’m the sort of gamer who loves genre and mechanic blends like Puzzle Quest. I’ve indulged in mixing and matching game design elements before, like this article on a game I still wish would be made. (I’d be happy to make it, but I’m kinda… not rich. Not even close.) So, this Tower of Elements thing, combining bits and bobs of match-3, tower defense and RPGish progression elements, is just the sort of weird mashup that makes me happy.

This video gives a good sense of the core gameplay:

I can’t say for sure that it’s a game that I’d play for dozens of hours like I did Puzzle Quest, but it is one that I’d at least like to spend a good chunk of time with. There’s a ten level demo that’s worth investigating, if nothing else. I know, I know, match-3 games aren’t exactly novel, but there’s some good design in making the matching spatially relevant as it’s the way you attack the hordes at the gates. Spatially sensitive, time-sensitive match-3 is a nice riff on the genre, and there’s a whole system of upgrades, utility spells (to change the playing field and mess with enemies, always nice) and progression that is icing on the cake.

For the next week or so, they are also running a promotion to get some meals to people who need them through these guys, as part of buying the game. It’s a nice side effect of picking up the game, methinketh.

Anyway, I wish I could give you a rundown of the full game, but my time is very constrained of late. I’m poking my head up on this because I think it looks like a good game, and there’s that time-sensitive promotion involved.